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I'm trying to use the debug feature in VC++.NET that allows you to see textures and render targets in small floating windows while debugging a D3D9 application, but the windows always show "<Not available>". What are the necessary conditions for this to work? Right now, I'm switching to the reference rasterizer, using a non-pure device. Am I forgetting something?

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(1) The surface isn't lockable - it must be created to allow it to be locked for read-only access. To create a lockable backbuffer, specify the D3DPRESENTFLAG_LOCKABLE_BACKBUFFER flag in your D3DPRESENT_PARAMETERS.

(2) The surface is a volume texture.

(3) The surface is an unsupported pixel format.

(4) The application you are debugging is running on a remote computer.

Debugging of a pure reference device works the same as debugging with a non-pure reference device.